Wednesday, September 18, 2013

App crashes on iOS 7 - is your App iOS 7 ready?

The beautiful iOS 7 is here, and it is indeed as good to use as claimed by Apple's marketing team; I'm playing with it since last night and the more I use it more I fall in love with it! :) It's truly a flat "catchy" design.

However, most of us must be seeing that some of our favorite apps are crashing on it, well the reason is simple - those App publishers haven't yet upgraded their Apps to be compatible to iOS 7. Many of these App development companies must be already working on this, though there could still be few who haven't started on it yet.

A good news from my side is that we, at Agicent have already started working on upgrading the Apps that we've created for our customers as a third party app development agency for iOS 7 compatibility, flat design, and utilizing the new features of iOS 7. It is anyways not a time (or cost) consuming process as such, a few days to week mostly (depending upon you just want iOS 7 compatibility or more than that) and your App is iOS 7 ready.

As per Crittercism, a company which handles app performance management for many major app makers, including LinkedIn, Netflix, and Pinterest, 80% of current iOS users are likely to switch to iOS 7 within three months, so it is high time that all App publishers should finish (or start) their iOS 7 compatibility work quickly. If you don't have an in-house team then hire any of the dedicated iOS App development companies today and get the ball rolling in no time.

Feel free to contact, in case you have any questions/ concerns regarding your iOS App development project or you are looking for any consulting or iPhone App development services.


Tuesday, April 9, 2013

Welcome to the Era of Wearable Computing

Welcome to the Era of Wearable Computing: (Article Source:

If you’re a bit of a futurist (and still waiting for your jetpack), you’re probably more than a little excited about wearable computer technology—and if you’re in the device production industry, you might already be eyeing the many opportunities for entering this new market.
There’s good reason for the excitement. A new report from IMS Researchon the world market for wearable technology found that 14 million wearable high-tech devices were shipped in 2011; by 2016, the market will present a minimum revenue opportunity of $6 billion. In addition, Juniper Researchestimates that there will be nearly 70 million smart wearable devices sold in 2017.
Google’s new “augmented reality” head-mounted display is one of the most prominent examples of wearable technology. Nicknamed “Project Glass,” it is a prototype pair of computerized glasses that displays information in smartphone-like format before the user’s eyes, allowing for voice command navigation of mobile apps and the Internet.
The glasses could help you navigate the streets, display your messages, check the weather, identify stars in the night sky, manage your music and videos, and many other tasks. While the glasses aren’t yet available to the public, rumors abound that they may appear in the first half of 2013 and become available for public purchase by the end of the year.
Yet “Project Glass” isn’t the only wearable technology causing a stir. While personal health monitoring devices have been available for a long time, they generally rely on manual user input, which makes them prone to user error. The market is already flooded with wearable devices such as wristbands and watches that help measure fitness levels, but newer devices are far more body-integrated.
Sensors on the body in the form of clothing or patches (or even implants inside the body) allow wearable computing devices to act as advanced biomonitors that keep track of a variety of metrics: pulse and respiration, blood flow, oxygen saturation, blood sugar, disease markers, brain wave activity, and many other indicators that can help patients and health care professionals monitor and treat chronic disease.
These health care devices can do more than just monitor, however. The Zoll LifeVest is a wearable defibrillator that monitors patients at risk for sudden cardiac arrest. If a dangerous arrhythmia is detected, the device can deliver a shock to restore normal heart rhythm.
GENTAG has a portfolio of patents for “smart” disposable wireless skin patches that can test blood sugar or deliver critical drugs. They work in conjunction with smartphones with near field communication (NFC) technology.
California-based Pancreum sells a wearable artificial pancreas that monitors blood glucose levels and acts as an insulin pump to maintain proper sugar levels for severely diabetic patients.
Given the market potential for wearable technology in the medical device industry, it’s safe to say that nearly every major health care company already has plans for harnessing this new product category.
The less practical (and one might say more exciting) aspect of wearable technology is in the augmented reality market. In addition to Google, eyewear manufacturer Oakley is reportedly working on a heads-up display (HUD) technology that would project data onto lenses. Oakley already produces ski goggles that visually deliver information about speed, “jump time,” height, and airtime, thanks to built-in GPS technology. The goggles, priced at $600, come with a companion Apple iOS app.
A little farther afield is wearable technology integrated into textiles to make “smart cloth.” The challenge is in finding a way to combine electronics into soft interfaces, and these efforts are still largely in the research phase. While a major application for smart clothing would be health and fitness monitoring, there is also the potential for fun: being able to turn down the volume on a music player by brushing a sleeve, changing the color of a garment while wearing it, or even displaying changeable text and images on a shirt.
There are already a few smart clothing items on the market. The Locked ON Proximity Sensing T-Shirt, available at ThinkGeek, features a “radar screen” that scans the area for other Locked ON shirts. ThinkGeek also offers a WiFi-sensing t-shirt that will let the wearer know when he or she is in a WiFi hotspot.
In the near future, we can also expect to see a smart glove, something that Google is already reportedly working on, according to a recently filed patent. The prototype includes cameras on the fingertips, a compass, gyroscopes, accelerometers, and other motion detectors along with a processor, memory storage, and wireless communication capabilities.
The potential for apps for such a glove are nearly endless: computer interface navigation, enhanced visuals, GPS-based directions, magnification, remote physical examination by health care workers, virtual keyboarding just by moving the fingers, and much more.
As new gadgets (and apps that make them useful) begin to crowd the marketplace, many analysts wonder how the wearable computing economy will develop and mature. The future of wearable technology will be heavily influenced by the platform developers, and be guided by investments from giants like Amazon, Apple, Facebook, Google, and Microsoft.
Developers of new wearable devices and applications will need to “pick a platform,” or consider producing their solutions on multiple operating systems. As was the case with smartphone apps, developers will need to hedge their bets and decide which platforms have the most potential.
We at Agicent Technologies ( have already started creating custom Apps for wearable computing devices, started with creating Apps for wearable scanners, and Sports/ athelete monitoring device. Email to to know more about our Expertise in Apps Development for wearable computing devices, and iPhone Apps development, Android Apps development; and check how can we help you in your projects as an expert third-party app developers.

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Friday, November 30, 2012

HTML5 vs. Native: What's a Mobile Developer to Do? - Application Development - News & Reviews -

When Facebook CEO Mark Zuckerberg said his company's biggest mistake was using HTML5 for mobile development it sent a wave across the development landscape, re-igniting the conversation over whether to go native or HTML5, Web-standards based when building mobile apps.
At the TechCrunch Disrupt 2012 conference, Zuckerberg said Facebook's biggest strategic mistake was in adopting HTML5 for building its mobile app for devices and said that a recent rewrite of the app delivered better performance.
"We burned through two years on that," Zuckerberg said. "It probably was the biggest strategic mistake we made." Read more here at - HTML5 vs. Native: What's a Mobile Developer to Do? - Application Development - News & Reviews -

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Friday, July 27, 2012

How much does it cost to build an iOS App?

Well, writing this post after a long gap, I was busy contributing on Quora, mashable, or mobilecrunch pertinent to the Mobile business for long. And during my time spent there, I realized that the most common question early stage Mobile start-ups or established companies who are looking to expand their Mobile strategy ask is "How much does it cost to build my first Mobile App", or "How much does it cost to build an App like Instagram or Angry birds etc.".

It is however true that one can't derive a potential development cost of a project (be it an App or any other software for that matter) unless business requirements (Target devices, OS versions, target demography etc.), and Functional requirements (App features, USP feature, Server backed or static app, and much more!), and Level of QA you want; and also "Geography of development" is a factor. :)

But we need to have at least some spread (be it too wide) for the cost, so in this post, we are going to discuss the Question given in bold only, and not the one related to Instagram or Angry birds, since I personally feel that is vague and like asking "how much does it cost to build a movie like Twilight" let us focus on reality and forget hypothetical scenarios.

So if you have this question in mind, then it means you have a business plan in place or is in progress. And, then we need to assume some scenarios to nail down on the costing part. Here are the assumptions:

1. We are going to talk about cost on one OS platform only, in this case let us take iOS (iPhone/ iPad/ iPod).
2. We assume that development will be done in phases, so we'll talk about launch version 1.0; and not the cost of evolving the product since it is subjective and depends upon the success.
3. We assume that development will be done by a Third-party Mobile App Developers, mostly located in hot outsourcing destinations like India.
4. We are Not Including the cost for "Marketing/ promotional activities" here. It is strictly for development front.
5. We are Not Including the cost for the development of "creatives/ artwork" here. It is strictly for programming efforts. However, cost of creatives/ artwork is usually lesser for most of the apps, unless it is a 3D game, an e-Book, or high graphic oriented App.
And finally, we need to categorize the Apps (not on the basis of their business type, but in terms of their features/ size etc.) to derive out a cost spread; so here we go (The numbers could be more or less due to inflation and other economic factors) :)

1. A simple App with no backend (and no algorithm!), but just static functionality, with 5-6 screens - should be between 5 to 6K USD. An example could be a simple 'diet planner App", "photo frame app", "calculator app/ budget planner", "Simple grocery list" and so on. These kind of Apps ideas usually come from Individual mobile enthusiasts, with a hope to gain some market (and some have gained huge too), and at I and Agicent appreciate them a lot. It is worth trying instead of sitting and thinking that you had an idea which could’ve done wonders, but you just couldn’t dare!

2. A bit heavier App with a DB/ server (Exchanges data via API), with backend dependent functionality, search/ data inputs/ result screens, with content being exchanged back and forth between client side and server, using device's resource like camera/ gps/ bluetooth functionality etc or more, should be costing between 14 K to 20K (for launch version) (QA and Performance optimization are also a bigger job in such projects). Some examples are - Map based Apps, Event search Apps, News/ Press Center Apps, small sales demo apps for enterprise, consumer-oriented apps, corporate identity apps, City guides/ restro-bar finding apps, taxi apps and so on). Please note that most of the utility apps fall in this category; and this is a competitive slot to be in; but it has gotten an active/ app lover user-base as well, so high competition and high returns. :)

3. A complex App with a decent server side component (with lots of functionality, frequent content management, intelligent algorithms, religious QA/ Testing, using almost all resources of device including camera, gps, accelerometer; and then having features pertinent to iAds, inApp purchase, Video streaming lite/ premium versions, State-of-the art backend CMS panel and much more); such App (or better we call it complete mobile solution) should be costing starting from 25 K USD (for launch version with only core features) to beyond 50K (for advanced versions after achieving good user base).

Some examples could be - a fully fledged "social media app", An Enterprise App (probably mobile CRM thing or so), niche-targeting e-commerce App, Healthcare/ EMR Apps, Location-tracking apps and so on.

4. And if it is a high-graphics oriented game (2D/ 3D etc.)- Then it should be starting from minimum 20 K, and you can then go beyond 100 K (as you'd keep on increasing the features, stages, graphics, of the game; utilizing social media/ game center as well). Take any good game as an example, it must not have been done in price lesser than 20 K.

Bottom line is again the same, pricing depends upon: what kind of app you want to build and what kind of market you are looking to target, and how much concerned you are regarding the quality/ stand-out capability of your App!

And as all experienced software product companies say and share their experience, Note that the development of commercial level software covers only 25-35 % of the overall business-budget that you have, and rest of the money should be utilized to promote/ market your product, and for future upgrades/ updates and support & maintenance. The ideas/ feedback you get from your user base are most valuable and should be catered if one needs growth. So consider this overall cost too, unless you believe that your App idea is "unique" and will become a Holy hit just after you'd submit it. Sorry for the bit of pun, but even to achieve a "word of mouth" you've to invest a lot (and intelligently!) in the beginning!

Another trivial cost is, enrolment to iTunes store should be costing you around 199 $ or so annually to build/ test/ submit/ and sustain your product on the store; so add this too in the “App Development” front only.

Just to recap, I didn't cover the "fee for artwork/ creative work" here and the “cost of marketing”; and in any of the slots given above except games - cost of artwork should be ranging between 10 to 25 % of the overall price. In case of Game, that could be more than 50 % sometimes. ;)

Feel free to let the questions and discussions flow, you can either comment on this post, or write me an Email at, or fill out our contact us form here. I’ll be prompt in answering genuine feedback/ questions.

If you want to see what how we assist our visionary customers in Mobile Apps Development business, then download and see a detailed presentation here -

And if you wish to follow myself/ or Agicent Technologies; then here are our social contact points:

• Quora:
• Facebook:
• Linkedin:
• Twitter:
• Mashable:

You may google more, and land up on more profiles of ours, even I don’t remember all of those handy. :)

I await your Emails, Let the knowledge flow…always!

Warmest Regards
-Sudeep Bhatnagar
Director of Business
Agicent Technologies

PS: I am thinking to cover the topics of “How to successfully manage and get executed your software project”, and “What are my ROIs in Mobile App business”. Let me know if these sounds interesting, or Email me with what you want me to write.

Monday, July 23, 2012

Reaching 10M Downloads, And The Guerrilla Marketing Tactics We Used To Get There | TechCrunch

It's a very nice article and experience share on Techcrunch for everyone who is interested in Mobile Apps business or doing that - Click on the link and read on!!

Reaching 10M Downloads, And The Guerrilla Marketing Tactics We Used To Get There | TechCrunch:

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And to know how can we assist you in developing a quality Mobile App, or enhance your existing ones; feel free to drop a note at We provide Mobility Consulting, Software Development, Testing/ QA, and R&D Services to Start ups to mid size Software Product Companies and also to mid to large size enterprises.